Ending music and associated.

* Play the good or bad ending track, instead of perfect silence.
* Fade out the credits music over 5 seconds when the credits go to the evaluation (timed to have finished just before the "you unlocked this!" jingle).
This commit is contained in:
toaster 2019-11-15 15:58:25 +00:00
parent d0fac1988a
commit efa609d366

View file

@ -1385,6 +1385,8 @@ boolean F_CreditResponder(event_t *event)
void F_StartGameEvaluation(void)
{
S_FadeOutStopMusic(5*MUSICRATE);
// Credits option in secrets menu
if (cursaveslot == -1)
{
@ -1638,7 +1640,7 @@ void F_StartEnding(void)
gameaction = ga_nothing;
paused = false;
CON_ToggleOff();
S_StopMusic(); // todo: placeholder
S_StopMusic();
S_StopSounds();
finalecount = -10; // what? this totally isn't a hack. why are you asking?
@ -1719,6 +1721,9 @@ void F_EndingTicker(void)
return;
}
if (finalecount == -8)
S_ChangeMusicInternal((goodending ? "_endg" : "_endb"), false);
if (goodending && finalecount == INFLECTIONPOINT) // time to swap some assets
{
endegrk[0] = W_CachePatchName("ENDEGRK2", PU_LEVEL);